Hoping to add some linear progression to the armor system. I assume that one of the end goals for Armor is to reach what is Gold colored armor. At that point another goal is to prioritize certain skills based on the players intended play style.

Thing to keep in mind in this case the base defense is static for each material. Wood armor has a higher defense then cloth, but it can be offset if the player can roll for a gold level cloth armor. Which will have a higher defense than a green or blue colored wooden armor.

On the chart it shows how each armor can range from grey to gold in rarity. Also how many available slots there are for rolling stats.

Cloth Armor (grey -> gold)O (grey) -> OOOO (gold)

Wood Armor (grey -> gold)OO (grey) -> OOOOO (gold)

Metal Armor (grey -> gold)OOO (grey) -> OOOOOO (gold)

Each armor type will have a ceiling value set for each respective skill (Example attack speed... etc). The player can continue to roll for a better stat if they want to until they can hit the maximum value on the armor. Each material used to roll will give an even chance but certain types will cause a stat to pop up more often.

Also to deal with armor reusability, when leveling becomes an issue. Armor can be upgraded in rarity if the player wants to keep it. They will just have to get the materials and continue to upgrade until they get to gold rarity.

As for each skill slot, the more slots that become available, the more materials will be needed to roll. The armor level and the number of already available slots being used will continue to drive the number of materials needed to perform a roll.

I like the idea because as of now rolling a gold is only 1/6 chance so people can just work harder to increase their current gear rarity if its higher lvl with more resources if there is a high demand in golds.

Will unique be a roll? if it is, wouldnt it be easier to try and roll unique first before unlocking more slots then since resources req will increase?